2012-09-08 09:11:33 +00:00

678 lines
26 KiB
C#

//#define DIRECTX_DEBUG_LAYER
using System;
using ANX.Framework;
using ANX.Framework.Graphics;
using ANX.Framework.NonXNA;
using ANX.RenderSystem.Windows.DX10.Helpers;
using SharpDX.D3DCompiler;
using SharpDX.DXGI;
using Dx10 = SharpDX.Direct3D10;
using ANX.BaseDirectX;
// This file is part of the ANX.Framework created by the
// "ANX.Framework developer group" and released under the Ms-PL license.
// For details see: http://anxframework.codeplex.com/license
namespace ANX.RenderSystem.Windows.DX10
{
public class GraphicsDeviceWindowsDX10 : INativeGraphicsDevice
{
#region Constants
private const float ColorMultiplier = 1f / 255f;
#endregion
#region Private
private Dx10.Device device;
private SwapChain swapChain;
private Dx10.RenderTargetView renderView;
private Dx10.RenderTargetView[] renderTargetView = new Dx10.RenderTargetView[1];
private Dx10.DepthStencilView depthStencilView;
private Dx10.Texture2D depthStencilBuffer;
private Dx10.Texture2D backBuffer;
internal Effect_DX10 currentEffect;
private VertexBuffer currentVertexBuffer;
private IndexBuffer currentIndexBuffer;
private Dx10.Viewport currentViewport;
private uint lastClearColor;
private SharpDX.Color4 clearColor;
#endregion
#region Public
internal Dx10.Device NativeDevice
{
get
{
return this.device;
}
}
public bool VSync { get; set; }
#endregion
#region Constructor
public GraphicsDeviceWindowsDX10(PresentationParameters presentationParameters)
{
VSync = true;
// SwapChain description
var desc = new SwapChainDescription()
{
BufferCount = 1,
ModeDescription = new ModeDescription(presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight, new Rational(60, 1),
BaseFormatConverter.Translate(presentationParameters.BackBufferFormat)),
IsWindowed = true,
OutputHandle = presentationParameters.DeviceWindowHandle,
SampleDescription = new SampleDescription(1, 0),
SwapEffect = SwapEffect.Discard,
Usage = Usage.RenderTargetOutput
};
// Create Device and SwapChain
#if DIRECTX_DEBUG_LAYER
// http://msdn.microsoft.com/en-us/library/windows/desktop/bb205068(v=vs.85).aspx
Dx10.Device.CreateWithSwapChain(Dx10.DriverType.Hardware, Dx10.DeviceCreationFlags.Debug, desc, out device,
out swapChain);
#else
Dx10.Device.CreateWithSwapChain(Dx10.DriverType.Hardware, Dx10.DeviceCreationFlags.None, desc, out device,
out swapChain);
#endif
// Ignore all windows events
Factory factory = swapChain.GetParent<Factory>();
factory.MakeWindowAssociation(presentationParameters.DeviceWindowHandle, WindowAssociationFlags.IgnoreAll);
WindowHelper.ResizeRenderWindow(presentationParameters);
// New RenderTargetView from the backbuffer
backBuffer = Dx10.Texture2D.FromSwapChain<Dx10.Texture2D>(swapChain, 0);
renderView = new Dx10.RenderTargetView(device, backBuffer);
currentViewport = new Dx10.Viewport(0, 0, presentationParameters.BackBufferWidth, presentationParameters.BackBufferHeight);
//
// create the depth stencil buffer
//
Format depthFormat = BaseFormatConverter.Translate(presentationParameters.DepthStencilFormat);
if (depthFormat != Format.Unknown)
CreateDepthStencilBuffer(depthFormat);
}
#endregion
#region CreateDepthStencilBuffer
private void CreateDepthStencilBuffer(Format depthFormat)
{
if (this.depthStencilBuffer != null &&
this.depthStencilBuffer.Description.Format == depthFormat &&
this.depthStencilBuffer.Description.Width == this.backBuffer.Description.Width &&
this.depthStencilBuffer.Description.Height == this.backBuffer.Description.Height)
{
// a DepthStencilBuffer with the right format and the right size already exists -> nothing to do
return;
}
if (this.depthStencilView != null)
{
this.depthStencilView.Dispose();
this.depthStencilView = null;
}
if (this.depthStencilBuffer != null)
{
this.depthStencilBuffer.Dispose();
this.depthStencilBuffer = null;
}
if (depthFormat == Format.Unknown)
{
// no DepthStencilBuffer to create... Old one was disposed already...
return;
}
var depthStencilViewDesc = new Dx10.DepthStencilViewDescription()
{
Format = depthFormat,
};
var depthStencilTextureDesc = new Dx10.Texture2DDescription()
{
Width = this.backBuffer.Description.Width,
Height = this.backBuffer.Description.Height,
MipLevels = 1,
ArraySize = 1,
Format = depthFormat,
SampleDescription = new SampleDescription(1, 0),
Usage = Dx10.ResourceUsage.Default,
BindFlags = Dx10.BindFlags.DepthStencil,
CpuAccessFlags = Dx10.CpuAccessFlags.None,
OptionFlags = Dx10.ResourceOptionFlags.None
};
this.depthStencilBuffer = new Dx10.Texture2D(device, depthStencilTextureDesc);
this.depthStencilView = new Dx10.DepthStencilView(device, this.depthStencilBuffer);
// this workaround is working but maybe not the best solution to issue #472
Clear(ClearOptions.DepthBuffer | ClearOptions.Stencil, Vector4.Zero, 1.0f, 0);
}
#endregion
#region Clear
public void Clear(ref Color color)
{
uint newClearColor = color.PackedValue;
if (lastClearColor != newClearColor)
{
lastClearColor = newClearColor;
clearColor.Red = color.R * ColorMultiplier;
clearColor.Green = color.G * ColorMultiplier;
clearColor.Blue = color.B * ColorMultiplier;
clearColor.Alpha = color.A * ColorMultiplier;
}
if (this.renderTargetView[0] == null)
{
this.device.ClearRenderTargetView(this.renderView, this.clearColor);
}
else
{
for (int i = 0; i < this.renderTargetView.Length; i++)
{
if (this.renderTargetView[i] == null)
{
break;
}
this.device.ClearRenderTargetView(this.renderTargetView[i], this.clearColor);
}
}
}
public void Clear(ClearOptions options, Vector4 color, float depth, int stencil)
{
if ((options & ClearOptions.Target) == ClearOptions.Target)
{
// Clear a RenderTarget (or BackBuffer)
this.clearColor.Red = color.X;
this.clearColor.Green = color.Y;
this.clearColor.Blue = color.Z;
this.clearColor.Alpha = color.W;
this.lastClearColor = 0;
if (this.renderTargetView[0] == null)
{
this.device.ClearRenderTargetView(this.renderView, this.clearColor);
}
else
{
for (int i = 0; i < this.renderTargetView.Length; i++)
{
if (this.renderTargetView[i] == null)
{
break;
}
this.device.ClearRenderTargetView(this.renderTargetView[i], this.clearColor);
}
}
}
if (this.depthStencilView != null)
{
if ((options | ClearOptions.Stencil | ClearOptions.DepthBuffer) == options)
{
// Clear the stencil buffer
device.ClearDepthStencilView(this.depthStencilView, Dx10.DepthStencilClearFlags.Depth |
Dx10.DepthStencilClearFlags.Stencil, depth, (byte)stencil);
}
else if ((options | ClearOptions.Stencil) == options)
{
device.ClearDepthStencilView(this.depthStencilView, Dx10.DepthStencilClearFlags.Stencil, depth,
(byte)stencil);
}
else
{
device.ClearDepthStencilView(this.depthStencilView, Dx10.DepthStencilClearFlags.Depth, depth, (byte)stencil);
}
}
}
#endregion
#region Present
public void Present()
{
swapChain.Present(VSync ? 1 : 0, PresentFlags.None);
}
#endregion
#region DrawIndexedPrimitives
public void DrawIndexedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices,
int startIndex, int primitiveCount)
{
Dx10.EffectTechnique technique = SetupEffectForDraw();
int vertexCount = BaseFormatConverter.CalculateVertexCount(primitiveType, primitiveCount);
device.InputAssembler.PrimitiveTopology = BaseFormatConverter.Translate(primitiveType);
device.Rasterizer.SetViewports(currentViewport);
device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
technique.GetPassByIndex(i).Apply();
device.DrawIndexed(vertexCount, startIndex, baseVertex);
}
device.InputAssembler.InputLayout.Dispose();
device.InputAssembler.InputLayout = null;
}
#endregion
#region DrawPrimitives
public void DrawPrimitives(PrimitiveType primitiveType, int vertexOffset, int primitiveCount)
{
Dx10.EffectTechnique technique = SetupEffectForDraw();
device.InputAssembler.PrimitiveTopology = BaseFormatConverter.Translate(primitiveType);
device.Rasterizer.SetViewports(currentViewport);
device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
technique.GetPassByIndex(i).Apply();
device.Draw(primitiveCount, vertexOffset);
}
device.InputAssembler.InputLayout.Dispose();
device.InputAssembler.InputLayout = null;
}
#endregion
#region DrawInstancedPrimitives
public void DrawInstancedPrimitives(PrimitiveType primitiveType, int baseVertex, int minVertexIndex, int numVertices,
int startIndex, int primitiveCount, int instanceCount)
{
device.DrawIndexedInstanced(numVertices, instanceCount, startIndex, baseVertex, 0);
}
#endregion
#region DrawUserIndexedPrimitives<T>
public void DrawUserIndexedPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int numVertices,
Array indexData, int indexOffset, int primitiveCount, VertexDeclaration vertexDeclaration,
IndexElementSize indexFormat) where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
int indexCount = indexData.Length;
VertexBuffer_DX10 vb10 = new VertexBuffer_DX10(this.device, vertexDeclaration, vertexCount, BufferUsage.None);
vb10.SetData<T>(null, vertexData);
Dx10.VertexBufferBinding nativeVertexBufferBindings = new Dx10.VertexBufferBinding(vb10.NativeBuffer,
vertexDeclaration.VertexStride, 0);
device.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
IndexBuffer_DX10 idx10 = new IndexBuffer_DX10(this.device, indexFormat, indexCount, BufferUsage.None);
if (indexData.GetType() == typeof(Int16[]))
idx10.SetData<short>(null, (short[])indexData);
else
idx10.SetData<int>(null, (int[])indexData);
DrawIndexedPrimitives(primitiveType, 0, vertexOffset, numVertices, indexOffset, primitiveCount);
}
#endregion
#region DrawUserPrimitives<T>
public void DrawUserPrimitives<T>(PrimitiveType primitiveType, T[] vertexData, int vertexOffset, int primitiveCount,
VertexDeclaration vertexDeclaration) where T : struct, IVertexType
{
int vertexCount = vertexData.Length;
VertexBuffer_DX10 vb10 = new VertexBuffer_DX10(this.device, vertexDeclaration, vertexCount, BufferUsage.None);
vb10.SetData<T>(null, vertexData);
Dx10.VertexBufferBinding nativeVertexBufferBindings = new Dx10.VertexBufferBinding(vb10.NativeBuffer,
vertexDeclaration.VertexStride, 0);
device.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
//TODO: check for currentEffect null and throw exception
// TODO: check for null's and throw exceptions
// TODO: get the correct pass index!
var technique = currentEffect.GetCurrentTechnique().NativeTechnique;
var pass = technique.GetPassByIndex(0);
var layout = CreateInputLayout(device, pass.Description.Signature, vertexDeclaration);
device.InputAssembler.InputLayout = layout;
// Prepare All the stages
device.InputAssembler.PrimitiveTopology = BaseFormatConverter.Translate(primitiveType);
device.Rasterizer.SetViewports(currentViewport);
//device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
for (int i = 0; i < technique.Description.PassCount; ++i)
{
pass.Apply();
device.Draw(primitiveCount, vertexOffset);
}
device.InputAssembler.InputLayout.Dispose();
device.InputAssembler.InputLayout = null;
}
#endregion
#region SetupEffectForDraw
private Dx10.EffectTechnique SetupEffectForDraw()
{
//TODO: check for currentEffect null and throw exception
// TODO: check for null's and throw exceptions
// TODO: get the correct pass index!
var technique = currentEffect.GetCurrentTechnique().NativeTechnique;
var pass = technique.GetPassByIndex(0);
SetupInputLayout(pass.Description.Signature);
return technique;
}
#endregion
#region SetupInputLayout
private void SetupInputLayout(ShaderBytecode passSignature)
{
if (currentVertexBuffer == null)
throw new ArgumentNullException("passSignature");
VertexDeclaration vertexDeclaration = currentVertexBuffer.VertexDeclaration;
var layout = CreateInputLayout(device, passSignature, vertexDeclaration);
device.InputAssembler.InputLayout = layout;
}
#endregion
#region SetIndexBuffer
public void SetIndexBuffer(IndexBuffer indexBuffer)
{
if (indexBuffer == null)
{
throw new ArgumentNullException("indexBuffer");
}
this.currentIndexBuffer = indexBuffer;
IndexBuffer_DX10 nativeIndexBuffer = indexBuffer.NativeIndexBuffer as IndexBuffer_DX10;
if (nativeIndexBuffer != null)
{
device.InputAssembler.SetIndexBuffer(nativeIndexBuffer.NativeBuffer,
BaseFormatConverter.Translate(indexBuffer.IndexElementSize), 0);
}
else
{
throw new Exception("couldn't fetch native DirectX10 IndexBuffer");
}
}
#endregion
#if XNAEXT
#region SetConstantBuffer
public void SetConstantBuffer(int slot, ANX.Framework.Graphics.ConstantBuffer constantBuffer)
{
if (constantBuffer == null)
throw new ArgumentNullException("constantBuffer");
throw new NotImplementedException();
}
#endregion
#endif
#region SetVertexBuffers
public void SetVertexBuffers(VertexBufferBinding[] vertexBuffers)
{
if (vertexBuffers == null)
throw new ArgumentNullException("vertexBuffers");
this.currentVertexBuffer = vertexBuffers[0].VertexBuffer; //TODO: hmmmmm, not nice :-)
Dx10.VertexBufferBinding[] nativeVertexBufferBindings =
new Dx10.VertexBufferBinding[vertexBuffers.Length];
for (int i = 0; i < vertexBuffers.Length; i++)
{
ANX.Framework.Graphics.VertexBufferBinding anxVertexBufferBinding = vertexBuffers[i];
var nativeVertexBuffer = anxVertexBufferBinding.VertexBuffer.NativeVertexBuffer as VertexBuffer_DX10;
if (nativeVertexBuffer != null)
{
nativeVertexBufferBindings[i] = new Dx10.VertexBufferBinding(nativeVertexBuffer.NativeBuffer,
anxVertexBufferBinding.VertexBuffer.VertexDeclaration.VertexStride, anxVertexBufferBinding.VertexOffset);
}
else
{
throw new Exception("couldn't fetch native DirectX10 VertexBuffer");
}
}
device.InputAssembler.SetVertexBuffers(0, nativeVertexBufferBindings);
}
#endregion
#region SetViewport
public void SetViewport(Viewport viewport)
{
this.currentViewport = new Dx10.Viewport(viewport.X, viewport.Y, viewport.Width, viewport.Height,
viewport.MinDepth, viewport.MaxDepth);
}
#endregion
#region CreateInputLayout
/// <summary>
/// This method creates a InputLayout which is needed by DirectX 10 for rendering primitives.
/// The VertexDeclaration of ANX/XNA needs to be mapped to the DirectX 10 types.
/// </summary>
private Dx10.InputLayout CreateInputLayout(Dx10.Device device, ShaderBytecode passSignature,
VertexDeclaration vertexDeclaration)
{
VertexElement[] vertexElements = vertexDeclaration.GetVertexElements();
int elementCount = vertexElements.Length;
var inputElements = new Dx10.InputElement[elementCount];
for (int i = 0; i < elementCount; i++)
inputElements[i] = CreateInputElementFromVertexElement(vertexElements[i]);
return new Dx10.InputLayout(device, passSignature, inputElements);
}
#endregion
#region CreateInputElementFromVertexElement
private Dx10.InputElement CreateInputElementFromVertexElement(VertexElement vertexElement)
{
string elementName = BaseFormatConverter.Translate(ref vertexElement);
Format elementFormat = ConvertVertexElementFormat(vertexElement.VertexElementFormat);
return new Dx10.InputElement(elementName, vertexElement.UsageIndex, elementFormat, vertexElement.Offset, 0);
}
#endregion
#region ConvertVertexElementFormat
private Format ConvertVertexElementFormat(VertexElementFormat format)
{
switch (format)
{
case VertexElementFormat.Vector2:
return Format.R32G32_Float;
case VertexElementFormat.Vector3:
return Format.R32G32B32_Float;
case VertexElementFormat.Vector4:
return Format.R32G32B32A32_Float;
case VertexElementFormat.Color:
return Format.R8G8B8A8_UNorm;
case VertexElementFormat.Single:
return Format.R32_Float;
// TODO: validate
case VertexElementFormat.Short2:
return Format.R16G16_SInt;
case VertexElementFormat.Short4:
return Format.R16G16B16A16_SInt;
}
throw new Exception("Can't map '" + format + "' to DXGI.Format in Dx10 CreateInputElementFromVertexElement.");
}
#endregion
#region SetRenderTargets
public void SetRenderTargets(params RenderTargetBinding[] renderTargets)
{
if (renderTargets == null)
{
// reset the RenderTarget to backbuffer
for (int i = 0; i < renderTargetView.Length; i++)
{
if (renderTargetView[i] != null)
{
renderTargetView[i].Dispose();
renderTargetView[i] = null;
}
}
device.OutputMerger.SetRenderTargets(1, new Dx10.RenderTargetView[] { this.renderView }, this.depthStencilView);
device.OutputMerger.SetTargets(this.depthStencilView, this.renderView);
}
else
{
int renderTargetCount = renderTargets.Length;
if (this.renderTargetView.Length != renderTargetCount)
{
for (int i = 0; i < renderTargetView.Length; i++)
{
if (renderTargetView[i] != null)
{
renderTargetView[i].Dispose();
renderTargetView[i] = null;
}
}
this.renderTargetView = new Dx10.RenderTargetView[renderTargetCount];
}
for (int i = 0; i < renderTargetCount; i++)
{
RenderTarget2D renderTarget = renderTargets[i].RenderTarget as RenderTarget2D;
if (renderTarget != null)
{
RenderTarget2D_DX10 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX10;
if (renderTargetView[i] != null)
{
renderTargetView[i].Dispose();
}
renderTargetView[i] = new Dx10.RenderTargetView(device, ((Texture2D_DX10)nativeRenderTarget).NativeShaderResourceView.Resource);
}
}
device.OutputMerger.SetRenderTargets(renderTargetCount, renderTargetView, this.depthStencilView);
device.OutputMerger.SetTargets(this.depthStencilView, this.renderTargetView);
//if (renderTargets.Length == 1)
//{
// RenderTarget2D renderTarget = renderTargets[0].RenderTarget as RenderTarget2D;
// RenderTarget2D_DX10 nativeRenderTarget = renderTarget.NativeRenderTarget as RenderTarget2D_DX10;
// if (renderTarget != null)
// {
// if (renderTargetView != null)
// {
// renderTargetView.Dispose();
// renderTargetView = null;
// }
// this.renderTargetView = new RenderTargetView(device, ((Texture2D_DX10)nativeRenderTarget).NativeShaderResourceView.Resource);
// DepthStencilView depthStencilView = null;
// device.OutputMerger.SetRenderTargets(1, new RenderTargetView[] { this.renderTargetView }, depthStencilView);
// }
//}
//else
//{
// throw new NotImplementedException("handling of multiple RenderTargets are not yet implemented");
//}
}
}
#endregion
#region GetBackBufferData (TODO)
public void GetBackBufferData<T>(Rectangle? rect, T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data) where T : struct
{
throw new NotImplementedException();
}
public void GetBackBufferData<T>(T[] data, int startIndex, int elementCount) where T : struct
{
throw new NotImplementedException();
}
#endregion
#region ResizeBuffers
public void ResizeBuffers(PresentationParameters presentationParameters)
{
if (swapChain != null)
{
renderView.Dispose();
backBuffer.Dispose();
//TODO: handle format
swapChain.ResizeBuffers(swapChain.Description.BufferCount, presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight, Format.R8G8B8A8_UNorm, swapChain.Description.Flags);
backBuffer = Dx10.Texture2D.FromSwapChain<Dx10.Texture2D>(swapChain, 0);
renderView = new Dx10.RenderTargetView(device, backBuffer);
currentViewport = new Dx10.Viewport(0, 0, presentationParameters.BackBufferWidth,
presentationParameters.BackBufferHeight);
// create the depth stencil buffer
Format depthFormat = BaseFormatConverter.Translate(presentationParameters.DepthStencilFormat);
if (depthFormat != Format.Unknown)
CreateDepthStencilBuffer(depthFormat);
}
WindowHelper.ResizeRenderWindow(presentationParameters);
}
#endregion
#region Dispose
public void Dispose()
{
for (int i = 0; i < renderTargetView.Length; i++)
{
if (renderTargetView[i] != null)
{
renderTargetView[i].Dispose();
renderTargetView[i] = null;
}
}
if (swapChain != null)
{
renderView.Dispose();
renderView = null;
backBuffer.Dispose();
backBuffer = null;
swapChain.Dispose();
swapChain = null;
}
if (this.depthStencilView != null)
{
this.depthStencilBuffer.Dispose();
this.depthStencilBuffer = null;
this.depthStencilView.Dispose();
this.depthStencilView = null;
}
//TODO: dispose everything else
}
#endregion
}
}